Bullet physics suitable?

O-san
Posts: 19
Joined: Mon May 11, 2009 8:46 am

Bullet physics suitable?

Post by O-san »

Hello!

I am developing an isometric game that deals with objects which are AABB. The objects in the game will never rotate only move. Is bullet physics able to disregard rotation and only apply transformation in the calculations? If not, would it be possible to force a static rotation of collision objects so they do not rotate? I would be grateful for any advice, thanks!
ola
Posts: 169
Joined: Sun Jan 14, 2007 7:56 pm
Location: Norway

Re: Bullet physics suitable?

Post by ola »

You can set the angular factor on each rigid body to zero, then they will only translate.

rigidbody->setAngularFactor(btVector3(0.0,0.0,0.0));

Cheers,
Ola
O-san
Posts: 19
Joined: Mon May 11, 2009 8:46 am

Re: Bullet physics suitable?

Post by O-san »

Thanks! I will try it out :)
O-san
Posts: 19
Joined: Mon May 11, 2009 8:46 am

Re: Bullet physics suitable?

Post by O-san »

I'm using bullet-2.74 and it only has one parameter for setAngularFactor. Does it restrict rotation on all axis?
ola
Posts: 169
Joined: Sun Jan 14, 2007 7:56 pm
Location: Norway

Re: Bullet physics suitable?

Post by ola »

Ah, right. Just use a single zero there :-) It's been changed since 2.74 (now in SVN), with settings for each axis.

Best regards,
Ola